Mechanics
Mechanics
[edit | edit source]Few concepts are important to know for your first time playing the game.
Physical & Magical Attacks
[edit | edit source]- Physical Attacks can be Dodged, Blocked and deal Critical Damage.
- Magical Attacks cannot be Dodged, Blocked, or deal Critical Damage.
Stats
[edit | edit source]- Ending your stats at multiples of 10 greatly benefits your character.
- Critical Hit Rate and Critical Resistance receive a drastic bonus from character levels. Each is increased by +1 per level.
Formulas
[edit | edit source]Damage = Damage Multiplier × Attack × log₁₀[(Attack ÷ (Defense + 1))^0.8 + 1]
- Note: Attack is the sum of character's Physical or Magical Attack and Additional Attack (elemental, attack type, race, size bonuses).
- Note: Defense penetration is applied to Defense before the calculation.
- Note: The log factor is capped at 1.0 maximum.
- Note: After this base calculation, damage is multiplied by Skill Factor / 100, then Critical Attack is added separately on critical hits.
- Note: Critical Hits deal +50% damage AND add Critical Attack as flat bonus.
Dodge% = 80 × (Dodge Rate - Accuracy) ÷ (Dodge Rate - Accuracy + Accuracy + 40)
- Only applies when Dodge Rate > Accuracy
- Dodge% is 0% if Dodge Rate ≤ Accuracy
- Maximum Dodge% is 80%
Block% = MaxBlockChance × (Block - Block Penetration) ÷ (Block - Block Penetration + Block Penetration + 35)
- Only applies when Block > Block Penetration
- Block% is 0% if Block ≤ Block Penetration
- MaxBlockChance is 90%
Crit% = 100 × (Crit Rate - Crit Resistance) ÷ (Crit Rate - Crit Resistance + Crit Resistance + 45)
- Only applies when Crit Rate > Crit Resistance
- Crit% is 0% if Crit Rate ≤ Crit Resistance
- Maximum Crit% is 100%
Property Table
[edit | edit source]| Attack/Defense | Fire | Ice | Lightning | Earth | Poison | Holy | Dark |
| Fire | -75% | - | - | +75% | - | - | - |
| Ice | +75% | -75% | - | - | - | - | - |
| Lightning | - | +100% | -75% | -50% | - | - | - |
| Earth | - | - | +75% | -75% | - | - | - |
| Poison | - | - | - | +75% | -75% | - | - |
| Holy | - | - | - | - | - | -75% | +100% |
| Dark | - | - | - | - | - | +100% | -75% |
| Attack/Defense | Cloth | Leather | Plate | Ghost |
| Slash | +25% | - | - | -50% |
| Piercing | - | +25% | - | -50% |
| Strike | - | - | +25% | -50% |
| Arrow | - | - | - | -50% |
| Gun | - | - | - | -50% |
| Cannon | - | - | - | -50% |
- Any type of Magical damage, regardless of property, deals extra +25% Damage to Ghost.
- Ghost is an Armor Type, meaning a target can be both Ghost and Dark, for example.
Additional Attack/Resistance
[edit | edit source]- Additional Element Attack (Fire Attack, Ice Attack, etc) apply to all types of damage.
- Additional Slash, Pierce or Strike Attack only apply to physical types of damage. This means Magic Skills, such as Fireball, will not gain any bonuses from these.
Additional Attack applies before any calculations. They also gain additional damage according to enemies' property weaknessess. For example, a Fireball can be casted with +Ice Attack and deal both Ice and Fire damage.
For simplicity, let's assume an Earth Property enemy with 0 Magical Defense and a Fire skill with 100% Skill Factor:
- Pyromancer with 100 Magical Attack deals (100 * 1.75) = 175 damage, as their normal Magical Attack is converted to Fire Attack and Fire deals +75% on Earth.
- Pyromancer with 100 Magical Attack and +40 Fire Attack deals (140 * 1.75) = 245 damage.
- Pyromancer with 100 Magical Attack and +40 Ice Attack deals (100 * 1.75 + 40 * 1.0) = 215 damage.
- Pyromancer with 100 Magical Attack and +40 Earth Attack deals (100 * 1.75 + 40 * 0.25) = 185 damage, as the Additional Earth Attack deals less damage against Earth Property.
If an enemy has Additional Resistance, the attacker's Attack will be subtracted before any multiplication or bonuses. Assuming the same enemy as above, but now with +30 Fire Resistance and +20 Earth Resistance.
- Pyromancer with 100 Magical Attack deals ((100 - 30) * 1.75) = 122 damage.
- Pyromancer with 100 Magical Attack and +40 Fire Attack deals ((140 - 30) * 1.75) = 192 damage.
- Pyromancer with 100 Magical Attack and +40 Ice Attack deals ((100 - 30) * 1.75 + 40 * 1.0) = 162 damage.
- Pyromancer with 100 Magical Attack and +40 Earth Attack deals ((100 - 30) * 1.75 + (40 - 20) * 0.25) = 127 damage.
Armor Types
[edit | edit source]Armor types have been revamped to provide more meaningful interactions and customizations.
- When wearing 4 pieces of [Cloth] type armor, Magic Damage received is reduced by 20%
- When wearing 4 pieces of [Cloth] type armor, Max SP and SP Regen Speed is increased by 100%
- When wearing any [Leather] type armor, Cast Time increases by 20%.
- When wearing 4 pieces of [Leather] type armor, Evasion is increased by 60%
- When wearing any [Plate] type armor, Cast Time increases by 50%.
- When wearing 4 pieces of [Plate] type armor, Physical Damage received is reduced by 30% and damage from Arrows or Pistols attacks are additionally reduced by 30%.
Party Experience
[edit | edit source]Party experience bonuses apply when experience is set to Equal Exp or By Level
- 2 Party Members: +20% Exp
- 3 Party Members: +50% Exp
- 4 Party Members: +80% Exp
- 5 Party Members: +120% Exp
Players in a party receive an experience penalty if their level is significantly lower than the highest-level party member. This penalty is applied after all other party experience bonuses or modifiers, and it does not apply when Experience Distribution is set to Individual.
- 10 or more Levels below the Highest Level: -30% Exp
- 15 or more Levels below the Highest Level: -60% Exp
- 20 or more Levels below the Highest Level: -100% Exp (Player will not gain exp)
Guarding
[edit | edit source]Guarding can be done by holding the Guard button (default: 'C'). While Guarding, your character will be unable to move or perform actions but receive increased block depending on your class:
- Swordsman: +550 Block
- Cleric: +550 Block
- Archer: +225 Block
- Scout: +225 Block
- Wizard: Wizards are unable to Guard.